using UnityEngine;
using System.Collections;
using System.Collections.Generic;

//namespace Game.Controllers
//{
	
	// Require a character controller to be attached to the same game object
	[RequireComponent(typeof(CharacterMotor))]
	[AddComponentMenu("Character/FPS Input Controller")]
	
	public class FPSInputController : MonoBehaviour
	{
	    private CharacterMotor motor;
	
	    // Use this for initialization
	    void Awake()
	    {
	        motor = GetComponent<CharacterMotor>();
	    }
	
	    // Update is called once per frame
	    void Update()
	    {
			Vector3 directionVector = Vector3.zero;
		
	        // Get the input vector from kayboard or analog stick
			if( motor.IsCharacterLookingAtRight() ) {
				directionVector = new Vector3(0, 0, Input.GetAxis("Horizontal")/*Input.GetAxis("Vertical")*/);
			} else {
				directionVector = new Vector3(0, 0, -Input.GetAxis("Horizontal"));
			}
	         
	
	        if (directionVector != Vector3.zero)
	        {
	            // Get the length of the directon vector and then normalize it
	            // Dividing by the length is cheaper than normalizing when we already have the length anyway
	            float directionLength = directionVector.magnitude;
	            directionVector = directionVector / directionLength;
	
	            // Make sure the length is no bigger than 1
	            directionLength = Mathf.Min(1.0f, directionLength);
	
	            // Make the input vector more sensitive towards the extremes and less sensitive in the middle
	            // This makes it easier to control slow speeds when using analog sticks
	            directionLength = directionLength * directionLength;
	
	            // Multiply the normalized direction vector by the modified length
	            directionVector = directionVector * directionLength;
	        }
	
	        // Apply the direction to the CharacterMotor
	        motor.inputMoveDirection = transform.rotation * directionVector;
	        motor.inputJump = Input.GetButton("Jump");
	    }
	}
//}